Alpha Squad

For those without the time or inclination to create new characters, or who just want to dive in straight away, this page presents a group of pre-generated iconic characters, the Alpha Squad - a team of mercenaries who hire themselves out, although mainly to underdogs.

Each of these characters is designed as a starting Grade 5 character. You may use these characters as-is, or tweak them to suit you. They differ from the versions found in the Starter Kit because they use the full character creation rules.

Explorer. Driven by an inquisitive, exploratory nature, Ben gains bonus XP equal to his grade every time he enters a country new to him. He cannot gain this bonus more than once per month.

Suave. Ben's words are his weapon; he can distract, charm, and captivate people with ease. A CHA mental attack can be used to daze a target

Aim. By spending one action aiming, Ben gains +1d6 to hit with a subsequent ranged attack made in the same turn.

Predictive reflexes. Ben is good at reading the situation. He gains a permanent +1d6 bonus to INITIATIVE checks (factored, above).

Urchin. Growing up as an orphan, Ben is very familiar with urban backgrounds, and is able to blend in easily. With a one-hour period in a new city, he is able to name local crime figures.

Basic training. Ben soon joined the army. He gained all of the following skills at 1 rank (1d6) (noted, above): tactics; rifles; law; survival.

Get on with it. Ben was soon deployed overseas. His platoon didn't have much patience for whining about minor injuries. Once per day he can pause for two actions and recover 2d6 HEALTH.

Quick-hide. Ben quickly entered the special forces. He is able to disappear while in plain sight. He can make a stealth check even while under observation to move his speed and become effectively invisible for a round. He may then make regular stealth checks as normal, but cannot repeat this feat against the same observer.

Golden gun. Ben starts play with a high quality Walther PPK with the extra damage upgrade (all included, above).

Adaptive. When incorporating new cybernetic alterations, Alejandra does not need to make a check for the process to take hold successfully. Additionally, she can incorporate an additional two alterations beyond the normal limit of their END attribute.

Inert. Augmented embrace technology over matters of spirit. Alejandra may never have a CHI score above zero.

Feint. Alejandra gets a +1d6 bonus to a melee attack roll taken in the same turn. The attack action must come immediately after the feinting action.

Analytics.Studying her target's behaviour, Alejandra notices a pattern to its actions. She can grant all allies within 30' a +1d6 bonus to attack the target until the start of her next turn.

White-hat. A child prodigy and computer-whiz in LA, Alejandra is practiced at hacking and antihacking techniques. She can actively provide a computer system with a +4 --DEFENSE score and gains a +1d6 bonus to electronic attacks.

Engine-tuner. A horrible accident stripped Alejandra of her right hand. It was replaced with a cybernetic replacement with computer jacks built in. Alejandra naturally gravitated into a job as a mechanic.A vehicle in which Alejandra is an engineer increases its SPEED by 1. This does not stack with other engineers should others be present.

Sixth sense. Supplementing her income, Alejandra found that her engineering and computer skills were useful aids to thievery. Alejandra has a sixth sense when it comes to traps, and gains a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them.

Grand heist. Alejandra pulled off a robbery that gained her a bonus $1,000 (included, above).

Prison tough. Eventually, she was caught. Alejandra was mentally and physically toughened in prison, gaining a +1 bonus to her DEFENSE and MENTAL DEFENSE (factored, above).

Explorer. Driven by an inquisitive, exploratory nature, Ben gains bonus XP equal to his grade every time he enters a country new to him. He cannot gain this bonus more than once per month.

Old. Once per day, when rolling a dice pool, Duke may declare it to be a careful dice pool. Any 1s that he rolls may be rerolled, with the new roll replacing the 1. If he rolls a 1 a second time, however, he must keep the 1. Additionally, the bonus gained from his hook increases to +2d6. Old characters can no longer improve physical attributes (STR, AGI, END) through career advances or experience expenditure, although they may do so via other means (magic, cybernetics, etc.)

Rugged. Duke is tough and shrugs off hardships. Once per day he can spend two actions (a full turn) to recover to half his normal maximum HEALTH.

Aim. By spending one action aiming, Duke gains +1d6 to hit with a subsequent ranged attack made in the same turn.

Always prepared. Duke has a brilliant tactical mind, and is always prepared. He may declare a single action which he took prior to the encounter (even if he didn't know the encounter was going to take place) which helps him in this exact scenario. This must be an action he was capable of.

Programming. Duke was created as an army experiment shortly after WWII using DNA from Teddy Roosevelt and Amelia Erhardt. He was specifically bred and engineered for a purpose. At the start of a fight his 'programming' kicks in, granting him a +2d6 INITIATIVE bonus (included, above).

Basic training. Given a solid army training, Duke gained all of the following skills at 1 rank (1d6) (noted, above): tactics; rifles; law; survival.

Ambusher. Duke was thawed and refrozen several times over the coming decades. He served in the Korean war as a scout. He gains a +1d6 bonus to access the ambush turn.

Ambush expert. In the Vietnam war, Duke's ambush expertise increased as he operated as a guerrilla fighter in a special unit. During an ambush turn he can take a second action.

Datamining. After the Cold War, Duke got out and became a bounty hunter. He is able to locate a target's current location down to a specific city by accessing credit, criminal, customs, and other records if he has access to a computer link.

Stoic. Eternal Senpai is able to hide pain and discomfort. Once per day, when she would normally be reduced to zero HEALTH, she is reduced to 1 HEALTH instead.

Fast-Healing. Chosen heal faster than most people. Eternal Senpai may roll an extra 2d6 when determining how much she naturally heals each day.

Destiny. Once, when she would ordinarily die, Eternal Senpai does not die. Instead, she remains at 0 HEALTH until healed. Once she has used her extra “life” she cannot use it again.

Skill Focus. Enternal Senpai starts play with two bonus skills of her choice at 3 ranks (2d6). These are included, above.

Feint. Eternal Senpai gets a +1d6 bonus to a melee attack roll taken in the same turn. The attack action must come immediately after the feinting action.

Training. Eternal Senpa's training proves that the old ways are often the best, for more reasons than one. She receives a +1 bonus to all three DEFENSES (included, above).

Kung Fu Weapons. Eternal Senpai may use her martial arts skill with any Eastern melee weapon.

Double Strike. With one action Eternal Senpai may strike two opponents with a melee attack each. She cannot add additional exploits to these attacks.

One-Inch Punch. When pinned or grappled, Eternal Senpai may make an unarmed attack against her foe as a free action and gain +1d6 damage to it.

Flying Kick. Eternal Senpai moves up to her speed and issues a flying kick at the end of it, dealing her martial arts damage with a bonus +1d6 damage.

Whirlwind Frenzy. Eternal Senpai attacks all adjacent targets, but only does 1d6 damage to each. She must still make an attack roll against each target. If she hits every target, all targets are pushed back 5’, clearing a space around her.

Wéifēng (Wind) Stance. As a free action, Eternal Senpai can enter the Wind stance until the start of her next turn by spending 1 CHI (she has 10 CHI points, which can be recovered once per day). While in Wind stance, she automatically gains the following benefits:

She may use her CHI attribute in place of her AGI attribute for the purpose of attribute checks.

She doubles her SPEED.

She can walk across the surface of any liquid.

She can ignore a number of attacks equal to her CHI dice pool (4) until the beginning of her next turn as long as she takes her full movement during her turn. She must choose to ignore an attack before the attack roll is made.

Empathic. Mack can easily understand how others feel. Once per day he can attempt to adjust another’s mood with a CHA mental attack. If he succeeds, he can make them either bad-tempered or happy. He must be able to converse with his target to do this.

Explorer. Driven by an inquisitive, exploratory nature, Mack gains bonus XP equal to his grade every time he enters a country new to him. He cannot gain this bonus more than once per month.

Aim. Mack gets a +1d6 bonus to a ranged attack roll taken in the same turn. The attack action must come immediately after the aiming action.

Improviser. Mack is adept at using bar stools and other items as weapons. He suffers no attack penalties for improvised melee weapons.

Ordinary. Mack's very nondescript nature makes him easily able to blend in unnoticed, giving him a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon.

Troublesense. Mack is easily able to spot trouble before it happens. He gains a +1d6 bonus to INITIATVE checks (included, above).

Anti-Surveillance. Mack is so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half hisr speed, he can render himself invisible to electronic monitoring equipment.